Professor Evil owns a time machine, and he's been ripping off all the best historical items from times both past and future. Your team has been charged with confiscating these items and returning them to their proper locations in time, so you now need to infiltrate the mansion and abscond with four items before Prof. Evil can secrete four of them in locations inaccessible to you. Thankfully the old soul is a bit daft and won't evaporate you should he catch you lurking through the mansion, but simply scoot you out the front door where he'll forget about you immediately.

On a turn, you first draw and reveal two cards from your tiny deck, then keep one of the cards based on what you think will help you this turn. You then take three actions, such as open a door in the room you're in, move from a room (or outside) to another room (assuming the door is open), disable a trap, or grab a treasure; using a card isn't an action unless it says otherwise. You can repeat actions as desired or needed, but you can't enter a room with Prof. Evil and you can't exit the house on your own (in order to run across the grounds to another window) once you enter. You're now committed to grabbing those treasures!

After you finish your turn, Prof. Evil now moves, but again he's not all there, so he doesn't necessarily move in a logical manner. To move him, you roll three dice: One die advances the secondary Prof. Evil figure on the clock on the board either five or ten minutes; the other two determine where Prof. Evil moves and how far. What's more, as he walks through rooms, he closes the doors through which he travels and reactivates any inactive traps he encounters. If you roll a blue and a 1, for example, he moves through the blue doorway into the next adjacent room; a red and a 3 will move him through three rooms, walking through the red doorway each time. A color and a particular signal will teleport him immediately to the treasure bearing the same colored marker.